View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Jason Bright (Senior Software Engineer, Electronic Arts)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Advanced
Frostbite is known as a high-performance engine for graphically intense titles (Battlefield, FC, Need For Speed, Dead Space). Graphics technology is having a generational change from direct submission style APIs (e.g DX9/11, OpenGL) to a family of more modern and high performance technologies (DX12, Vulkan, Metal). This transition happened at the same time Electronic Arts wanted to bring Frostbite to a number of new platforms (iOS, Android, Stadia, Switch). In this talk, Senior Software Engineer Jason Bright shares how EA introduced new technologies and staged the introduction with minimal disruption to active development.
Attendees will gain insight on how a large software project can do a generational technological change, without blocking development. Discuss EA's strategy and walk through the technical decisions and implementation that made it a success.
This is for graphics and engine programmers with an interest in architecture and shaders, moving to more modern rendering APIs.